My Role:

Sound, General Designer

For this project, I wanted to explore more around game development and decided to be more of a generalist and take on diverse tasks for the game. In the end, my biggest area was sound design and narrative/world building.

Team Size:

9 People

Duration:

4 Weeks

Date:

Jan - Feb 2023

Team Size:

9 People

Duration:

4 Weeks

Date:

Jan - Feb 2023

Team Size:

9 People

Duration:

4 Weeks

Date:

Jan - Feb 2023

UNITY

JIRA

GITHUB

"The light devouring lovers, Josephine and Brank are out doing one of their regular heist. Their goal? to feed on the light produced by the mysterious creature, the Lunka."

Lunka is a two player couch co-op where the players has to fight waves of enemies who will do anything to stop you from getting to the Lunka. The players health are linked and if one die, both dies.

An unique mechanic and how it came to be

An unique mechanic and how it came to be

As previously mentioned, the two player's health are linked. This does not only mean that if one die, both dies but it also means that they both can transfer some of their own health to the other player. Back and forth, how much they want. This mechanic was createtd based on the project's theme "symbioses" and a happy missunderstanding between me and one of the technical designers.

Level Design

Making Players Closer… By Seperating Them

Making Players Closer… By Seperating Them

I may have been someone who worked mostly on sound and narrative. However, I did get the chance to poke on some level design. As the two players are bounded to each other they are limited in how far they can be from one another.

The Idea

I knew early their limtitation of distance was something I wanted to take advantage of through Level Design. I wanted an area that forced them to seperate in order to cooperate more. Felt it would rattle the gameplay in a good way.

Playing Around

I got my section of the level that I could work on, and started to play around with the environment. Placing objects that would hinder the character so the players had to move cohesively, and together. Placing enemies that made one player busy while the other heals. Tried little bit of this and that.

Gameplay Design

From Level to New Component

From Level to New Component

The Observation

I noticed the area I did made more use for the sharing life mechanic. Which was nice but made me realize that the game does not really take advantage more of an, according to me, unique mechanic. It made me sketch up "the Power Coil."

Fix: The Power Coil

I went to the programmers and gave the sketches. They gave me a version of it that I took and started tweaking with all the variables to get a good feel of the coil. My reach for it was to make it feel that you are close or about to die when using it. A small stressful moment. To urge one player saying "Give me life!" to the other. Although, it also needed to be that no matter how much or little life you have when starting to use it, you should be able to manage to open the door.

Other

As I mentioned before I became more of the games sound designer, and the one building up the world. I made sketches and texts for everyone to understand and get an idea of the world.

Sound design surpassed my expectations and thought it was more fun then I thought It would. I mixed all kinds of sound in Adobe Audition and then implemented it all to the game with help from one of the programmers. I have done all the sound in the game except the music in the background.

Some Sketches